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Dark Knight

Hit Dice: D10

Requirements
To qualify to become a Dark Knight, a character must fulfill all the following criteria.
Alignment: Any Evil
Base Attack Bonus: +5
Skills: Intimidate 5 ranks
Spells and Spell Like Abilities: Character must be able to cast Lesser Invocations.

Class Skills
The Dark Knights class skills (and the key ability for each skill) are Concentration (Con), Craft (Int),
Intimidate (Chr), Knowledge: Arcane (Int), Knowledge: The Planes (Int), Ride (Dex), and Survival (Wis).

Level Base Attack Fort Ref Will Special Abilities Invocations


1 +1 +2 +0 +0 Blood Weapon, Eldritch
Blast +1d6
2 +2 +3 +0 +0 +1 Lesser Invocation
3 +3 +3 +1 +1 Reckless Power Attack
4 +4 +4 +1 +1 Eldritch Blast +2d6 +1 Lesser Invocation
5 +5 +4 +1 +1 Soul Eater
6 +6 +5 +2 +2 +1 Greater Invocation
7 +7 +5 +2 +2 Eldritch Blast +3d6
8 +8 +6 +2 +2 Dark Seal
9 +9 +6 +3 +3 Diabolic Eye
10 +10 +7 +3 +3 Eldritch Blast +4d6 +1 Dark Invocation

Blood Weapon: Beginning at first level, any living creature struck by a Dark Knights blood weapon
ability must make a fortitude save (DC = 10 + Dark Knights class level + Con modifier) or loose and
additional 1d6 hit points which are transferred to the Dark Knight. Any hit points above the Dark Knights
Max are temporairy and last for 1 hour.

Reckless Assault: At third level, a Dark Knight may lower his armor class to increase his damage on a one
to one ration. A Dark Knights armor class may not go into the negatives.

Soul Eater: At 5th level a Dark Knight may opt to sacrifice 2 hit points to add an additional d6 of damage
to his next successful strike. A Dark Knight may only gain a number of additional damage dice per round
equal to his class level.

Dark Seal: At 8th level a Dark Knight may add his Con modifier to his save DCs for his invocations.

Diabolic Eye: At 9th level a Dark Knight may temporarily decrease his max hit points to give him a bonus
to his base attack bonus. For every 4 hit points a Dark Knight sacrifices, it increases his base attack bonus
by 1. These effects last for 1 hour, and a Dark Knight may use this ability a number of times per day equal
to his con modifier.

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